VidCon Moves Farther Away from YouTube Origins

by Todd Longwell

VidCon owes a lot to YouTube. The conference is built on the popularity of its creators and powered by the screaming, stampeding enthusiasm of its fans. It even copped the play button in its logo from the video hosting giant.

But VidCon doesn’t exist in a vacuum. The overriding theme in the industry this year has been that while YouTube is still the 800 lb. gorilla of the online video world, there are a lot of cute little apes vying for attention, and one of them could grow up to be King Kong. And that’s reflected in the lineup for the sixth annual edition of the three-day conference, which kicks off at the Anaheim Convention Center on July 23.

“I think the real danger is getting complacent and saying, ‘We’re just going to be a YouTube show,’” said Jim Louderback (pictured, right), former GM of Discovery Digital Networks, who came onboard last November to direct the programming of VidCon’s Industry Track. “You’ve got to reflect and lead what’s going on.

“We’re really trying to look across the entire spectrum of what online video and digitally delivered video looks like,” he continued. “We’re embracing Twitter and some of the new virtual reality platforms like Littlestar and Vrideo, and we’ve got [newer] streaming platforms like Meerkat, YouNow and Hangwith coming in.”

Louderback noted that there have been an increasing number of traditional media companies making bold moves in the digital video space in the past year, from CBS launching its All Access SVOD service to European broadcast giant RTL Group’s purchasing a controlling stake in StyleHaul. And both those entities will be represented at VidCon in firseside chats on July 23, withVideoInk founder Jocelyn Johnson hosting a session with RTL Group co-CEO Guillaume de Posch and Louderback presiding over one with CBS Interactive president and CEO Jim Lanzone.

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‘Ready Player One’ Author Ernest Cline Charts New Course With ‘Armada’

Ernest Cline hit one out of the park with his first novel, Ready Player One, which is in its 17th printing at Crown Publishing Group. Steven Spielberg is going to turn the virtual reality online video game adventure into a feature film for Warner Bros. Pictures. And if Cline has things his way, the movie will open up a Ready Player One massively multiplayer online (MMO) virtual reality game.

“Warner Bros. made The Matrix films and when they did that they released an MMO called The Matrix Online that had all the characters from the movies and kind of recreated the reality of the movies,” said Cline. “It was really popular and a great promotional tool for the sequels. When the Ready Player One movie comes out in a few years a lot of people will have virtual reality goggles plugged into their home computers and game consoles and televisions and will already be playing games with them. So it’s conceivable that Warner Bros. would create a low-res early version of the Oasis as an MMO game. People could watch the movie and then go home and act out the movie in the VR game. It could continue to exist and evolve and eventually come to resemble the Oasis from the book.”

Cline realizes that The Matrix Online game didn’t last very long, but that’s because the sequels were not that successful. With Spielberg, who’s a big gamer and VR fan, at the helm of Ready Player One, this idea has real potential.

Rather than writing a sequel that was guaranteed to connect with his huge audience of fans, Cline decided to go in a completely different direction with his sophomore novel, Armada. While he was creating a brand new sci-fi universe that also predominantly focused on video games and virtual reality, he was constantly pulled back into Ready Player One. That novel was accepted as a common read at over a dozen universities, and each school asked the author to come speak to their freshmen class after they had read the book.

During the two-and-a-half years I was writing Armada, I went and visited over a dozen universities like Amherst and the University of Northern Iowa to discuss and get grilled about Ready Player One by college freshmen,” said Cline. “And then the movie news was evolving, so it was hard to shut that out while working on the book, but I managed to do it. That’s why it maybe took me a little longer than I anticipated. The hardest part was just getting back to that place of trying to write the book that you’ve always wanted to read. Writing a book takes a long time, so I have to be able to maintain my own interest in it or I know the reader won’t be able to. That’s why I always end up writing about video games and popular culture and movies and weaving all that into the story because it makes the story more fun for me.”

Armada takes elements from films like The Last Starfighter and books like Ender’s Game and mixes in real science like Quantum Data Teleportation (the ability to transfer lossless data across vast distances), military drones, and virtual reality. The concept is to let video gamers pilot spacecraft from the safety of Earth using virtual reality to fight invading alien forces. Cline notes that other sci-fi works have placed children in harm’s way by sending them into the battle. VR allows his gamers to remain safe at all times.

Cline’s brother is a Marine bomb technician that operates ground-based explosive ordinance disposal drones. The controls for both these drones and aerial drones are purposely designed to look like video game controllers because it lowers the learning curve for everybody who’s grown up playing video games. Cline just takes that concept much further and adds a futuristic version of the Oculus Rift to the concept.

“I saw the sequel to Top Gun is going to focus on drone pilots because that’s where the military is heading,” said Cline. “And I’ve played VR space combat games like EVE Valkyrie and Star Citizen and even at this early stage those experiences are very realistic.”

Although Cline is writing the screenplay for the Armada feature film, which Universal Pictures is making, gamers won’t have to wait until that movie to play a game. Cline hired a game developer to create one of the fictional retro games that’s in the book. It’s a throwback to the old Star Wars space combat games with the vector graphics. Readers of the book will discover the location of the online game hidden within the text. Cline previously hired this developer to create a retro Atari 2600 style game, called Stacks, which was featured in Ready Player One. But this time around, he’s not doing a contest or giving away a DeLorean. (He owns one of those classic cars from Back to the Future, as you can tell from his photo.)

Cline would also like to see a big budget online game developed for the Armada movie. The film sets up a perfect tie-in for a video game. The author remembers how disappointed he was when he saw The Last Starfighter and realized there was no video game. He believes that’s one of the biggest missed opportunities in the history of video games. So it’s not something he’d like to replicate when fans step out of the theater after watching Armada.

“It’s such a natural thing when you play video games to imagine that all of your hard-won video game skills actually had real world value, and that was the fantasy behind The Last Starfighter and also Star Wars,” said Cline. “So many early video games like Defender, Asteroids, and Space Invaders were all inspired by those battle sequences in Star Wars.”

And now battle sequences from Cline’s own pages are inspiring big screen movies and video games. Things have come full circle for the author, who’s made good on all of those hours he spent playing every video game console that’s ever come out.

 

NPD June 2015 US Retail Sales Up 18%

June was a good start to the summer at retail for video games, with overall US retail store revenue at $869.4 million, up 18 percent over June 2014’s $734.7 million. Hardware sales rose 8 percent to $313.1 million, software rose 21 percent to $345.5 million, and accessories jumped 34 percent to $210.7 million. The big winner for the month was clearly Warner Bros. Interactive, which captured the #1, #3, #4, and #8 positions with Batman: Arkham Knight, LEGO: Jurassic World, The Witcher 3: Wild Hunt, and Mortal Kombat X, respectively.

“Due to the strong launch lineup and favorable comps to last year, new physical software rose 19 percent over June 2014,” said NPD’s Liam Callahan. “This is the fourth month of year-over-year increases so far in 2015; through the first half of the year, software is up 3 percent. With a strong lineup of games for the remainder of the year, there is the potential for a positive growth in the second half of the year as well.” Callahan also noted that “A major factor for the rise in overall software sales was the success of June launches, which collectively rose close to 300 percent in dollar sales compared to June 2014 launches.”

NPD confirmed just how well Warner Bros. Interactive is doing for 2015. “With hits like Batman: Arkham Knight, The Witcher 3, Mortal Kombat X, and Dying Light, Warner Bros. Interactive is the top Corporate Publisher so far in 2015, with dollar sales growing 217 percent versus the first half of 2014,” Callahan stated.

As for hardware, the newest console are doing well. “Eighth-generation consoles are leading the way with 15 percent growth over June 2014, offsetting declines in seventh-generation and portable hardware sales,” Callahan said. “Hardware bundles gained share of overall hardware sales with 35 percent of sales in June 2014 rising to 82 percent of sales in June 2015. June 2015 was especially strong for hardware bundle sales as the 82 percent share of hardware attributed to bundles in June 2015 is above the YTD total of 67 percent share.”

Sony once again took the lead in console sales for the month, despite Microsoft doing very well during the week of E3. “PlayStation 4 was the top selling console in the United States in June due to the overwhelming popularity of the Batman: Arkham Knight PS4 bundles. PlayStation 4 also led software sales in June,” Sony said in a statement.”PS4 continues to lead console sales in the U.S. and globally and we would like to thank gamers worldwide for their continued dedication to the PlayStation platform.”

Accessories had a very strong June, and that points the way towards strong holiday sales for all kinds of accessories, particularly the toy/game hybrid category. “June 2015 accessory sales rose as video game point/subscription cards, gamepads, headsets/headphones, and interactive gaming toys all increased over June 2014,” Callahan said. “Video game point/subscription cards was the highest-selling accessory type and had the largest volumetric growth, totaling $31 million. Interactive gaming toys continue to sell well, up 44 percent over June 2014. Year-to-date sales are also positive, increasing by 23 percent.”

June 2015 Top 10 Games (New Physical Retail only)
1. Batman: Arkham Knight
(PS4, XBO, PC)** Warner Bros. Interactive
2. The Elder Scrolls Online: Tamriel Unlimited (XBO, PS4, PC)** Bethesda Softworks
3. LEGO: Jurassic World (360, XBO, PS4, PS3, 3DS, NWU, PSV) Warner Bros. Interactive
4. The Witcher 3: Wild Hunt (PS4, XBO, PC)** Warner Bros. Interactive
5. Splatoon (NWU) Nintendo
6. Minecraft (360, PS3, XBO, PS4) Microsoft / Sony
7. Grand Theft Auto V (XBO, PS4, 360, PS3, PC) Take 2 Interactive
8. Mortal Kombat X (PS4, XBO)** Warner Bros. Interactive
9. NBA 2K15 (360, PS4, XBO, PS3, PC) Take 2 Interactive
10. Call of Duty: Advanced Warfare (XBO, PS4, 360, PS3, PC)** Activision Blizzard
**(includes CE, GOTY editions, bundles, etc. but not those bundled with hardware)

‘Shenmue III’ Makes Kickstarter History

It wasn’t long ago that Kickstarter saw a best-seller make a new record, as Koji Igarashi’s Bloodstained: Ritual of the Damned, inspired by his previous Castlevania games, cleaned up with an astonishing $5.5 million raised. However, there’s a new king in town – and his name is Yu Suzuki.

Last month, during the Sony press conference at the Electronic Entertainment Expo, game producer Suzuki announced a new campaign for the long-awaited third chapter in his Shenmue saga through Kickstarter. It started off very well, clearing its $2 million goal in just under 24 hours. And now, with the campaign coming to a close today, it’s reaching a record for the crowdfunding site, around $6.3 million.

Shenmue has been the stuff of fandom legend for years, with the original game making its debut on the Sega Dreamcast console, followed by the sequel, which came to Microsoft’s Xbox platform. Since then, Sega lost interest in the series, but Suzuki always felt it needed a proper conclusion – and it seems that the fans agree.

While Shenmue holds a record in terms of video game funding, Exploding Kittens, a hilarious board game, continues to be the top funded game with $8.78 million raised overall. Still, there’s no denying that Suzuki’s project has a lot of buzz going behind it – even though it’s short of the producer’s originally intended $10 million goal.

Still, Suzuki was very shocked with the Kickstarter success, according to his recent interview with Game Informer. “The thing that really surprised me first about the Kickstarter was the crash that happened. Kickstarter broke — that was a big surprise. I couldn’t believe that! The second one was how fast it went to $1 million. Apparently, it is the fastest game or entertainment project on Kickstarter to reach that number,” he said.

Still, there are slight concerns about the game, regarding a few areas. First, it didn’t reach Suzuki’s desired funding of $10 million, leaving some wondering if corners will be cut. Secondly, Ys Net, the holders to the rights to Shenmue, didn’t know if it would be getting a retail release, according to IGN. “Whether Shenmue III will be available for retail or not is current unconfirmed,” said the company. (However, backers can still acquire a retail copy for themselves through the Kickstarter campaign, provided they hurry and pay today.)

Whatever the case, the return of Ryo Hazuki and company should be quite a pleasant one for fans of the series. Shenmue III is projected to arrive in December 2017, though with games it’s likely that we won’t see it until 2018. A new trailer can be found below.

More Money Is Heading To YouTube

Even with heated competition from Facebook, it doesn’t look like YouTube is about to slow down its momentum anytime soon. If at all.

Adweek has reported that Google has just revealed its second quarter earnings report, and, from the information provided, viewership has never been greater…and, for that matter, the same goes for advertiser money.

Mobile users on the site have averaged around 40 minutes per viewing session for the second quarter of this year, a 50 percent increase from the previous year. In addition, the number of advertisers for the site have risen 40 percent from last year as well, and the average spend across YouTube’s top 100 advertisers managed to rise 60 percent overall.

As a result, the site has generated $17.3 billion for the quarter, with a $3.9 billion profit. That resulted in a $60+ leap in the company’s stock price at the time of the report.

“Our strong Q2 results reflect continued growth across the breadth of our products, most notably core search, where mobile stood out, as well as YouTube and programmatic advertising,” said the company’s CFO, Ruth Porat, in the earnings release. “We are focused every day on developing big, new opportunities across a wide range of businesses. We will do so with great care regarding resource allocation.”

Between its variety of advertising – programmatic, video, display and search – the company’s revenue has increased by 13 percent to $12.4 billion across all Google-owned sites. In addition, paid clicks on these sites increased by 30 percent, and cost per clicks dropped 16 percent.

Who’s the core audience for these numbers It looks like 18 to 49 year olds. Said Porat, “Advertisers want to reach these audiences, and our focus is on the opportunity to get larger budgets moved to YouTube.”

Other numbers released in the report include:

  • YouTube has more than one billion users.
  • The number of users who visited the site directly via its homepage tripled compared to last year.
  • The number of YouTube stars – including Michelle Phan and Grace Helbig – earning six figures or more has risen 50 percent.

‘Fallout’ Digs Up Great Success On Mobile

A little while back, we talked about a mobile game called Fallout Shelter, Bethesda’s mobile management spin-off to its popular open-world adventure games. Even though the franchise was new to the mobile front (releases had previously come out for PC and game consoles), Shelter had no problem weathering the storm, easily overtaking King’s Candy Crush Saga since its arrival last month. But now, its success is stronger than ever – and that’s good news for the mobile front and Bethesda alike.

GameZone has reported that the mobile game, where players manage a group of “happy” characters through underground living, has managed to gross more than $5.1 million in its first two weeks – a first for the developers at Bethesda.

Originally, the intent of Fallout Shelter, which was released during the company’s press conference at the Electronic Entertainment Expo, was to build hype for its forthcoming sequel Fallout 4, set to debut on November 10 for Xbox One, PC and PlayStation 4. But it appears that the game has created its own mantra, one that players can easily get into. Plus, with its fair payment system (there’s a lot to offer on its free-to-play set-up), that indicates that players are actually willing to pay to get more out of it.

Said SuperData on the game’s surprising mobile success, “While we’ve seen mobile spin-offs based on AAA game franchises before – Call of Duty: Heroes, Halo: Spartan Assault and Heroes of Dragon Age – Bethesda managed to maximize exposure and reap the benefits. More significant than the publisher’s success is the notion that core gaming fans proved to be willing customers for a free-to-play mobile game.”

It continued, “By emphasizing unobtrusive monetization and offline playability, Bethesda managed to earn the respect of a consumer group that is otherwise highly critical of free-to-play monetization. The game’s success further underscores the value of a strong franchise in the otherwise crowded mobile games market.”

Plus, on top of that, Shelter has become its own hype machine for Fallout 4, which should be an immense success when it releases later this year.

But the publisher isn’t just reaping success on the mobile front. Its latest console release, the online-only adventure The Elder Scrolls Online, has sold over 138,000 digital copies – not a bad number for a game that requires a consistent connection. And it’s got a killer line-up of console/PC games lined up for next week’s QuakeCon in Dallas, Texas, where Fallout 4 and the forthcoming Doom will both have a huge presence.

Bing Gordon’s Best Advice for Game Marketers

Bing Gordon’s experience in the game industry is both broad and deep. As co-founder of Electronic Arts, he was instrumental in building one of the game industry’s largest publishers, where he oversaw and developed much of EA’s marketing, pricing and branding strategy. Now general partner and chief product officer at leading venture capital firm Kleiner Perkins Caufield & Byers, Gordon continues to launch major game companies and influence the direction of the industry. Here is a recap of some points he made at Game Marketing Summit earlier this year on games marketing and what he called ‘monetization hacking’. It’s some timeless advice for game marketers from perhaps the greatest game marketer in the business. “It’s a lifetime of ideas in a handful of minutes,” Gordon promised, and he delivered on that promise.

What is monetization hacking?

Hacking is a way to do something cheap and fast. In your skill set, you need to be cheap and fast. Read the book Positioning by Ries and Trout. Always position something in two axes that are quantifiable. Money is quantifiable, time is quantifiable. All monetization in games needs to understand how much time they save you. You should know in your game how many minutes of game play a customer can save by spending money. Don’t try to be the least time saved for the most money. This is shocking: Almost all entrepreneurial discussions I start with they try to do positioning with adjectives and adverbs. Don’t be that person — position with numbers.

What’s the importance of concept testing?

In the early days of EA when all we had were shoeboxes full of warranty cards, we would send letters to a thousand people and give them a piece of paper with a hundred game ideas on it, all in less than one line, and say “Circle the ones you’d definitely be interested in” and “cross out the ones you’d definitely not be interested in.” Any title or concept that got 30 percent circled was always a top ten when it was delivered with an 80 Metacritic. Now you can use the Web to catch this.

What is the Marketing X and why should we use it?

One of the things we should know as marketers, when you ask consumers how much they’re willing to pay they are ineffective. For the first decade in video games we asked consumers what they wanted it was always “great graphics.” Then we went to Nintendo who had a lab with cameras, and they showed us that when people said they wanted great graphics, what they smiled and leaned into was when the protagonist reacted graphically to the input on the controller. Similarly, if you talk to people about a game, salespeople all they care about is nodding heads.

Marketing people need to be more precise. So when you say “this is what the game is about” it really should suggest a single screen shot. Tell people what you think the Marketing X is, and ask them to show a screen shot. With The Sims, for example, the first draft of the package was a white picket fence with no people on the front. A game like The Sims, obviously it’s a people game, and there was that lousy sense of precision. David Ogilvie says “Be simple” — and by the way in online dating, if you list more aspects about you it gets you fewer clicks.

The value of brand franchises in gaming wasn’t always evident.

Believe it or not, once upon a time, the world did not believe in game franchises. The first year we did Madden Football retailers told us “Don’t do another one, it will just cannibalize the first one.” In franchises your job is to make sure the team understands what’s the positioning of the franchise and what’s the differentiation per unit. Need for Speed is an example there.

Why is the concept of bold beats important?

Developers don’t know this, but you should know it. Better creative always grows the market. So in a franchise, use the concept of bold beats. With Dallas, “Who Shot JR ” made it skyrocket. There’s a 30 percent to 100 percent bump that’s possible. With The Sims, Will Wright said “Don’t bother doing an expansion pack, nobody will want it” and it turned out to be the core profitability of The Sims. Half of the benefit of doing a bold beat is reactivating the core.

What’s your best advice about retention?

There’s a bunch of memes in the Valley about ‘growth hacking.’ Don’t do it, it’s kind of a cancer. If you do it, do it for a really short period of time — like human growth hormone. LinkedIn did it, Facebook did it, but you want to do it for a really short time because after a few months your consumers hate you forever. Nobody hates retention hacks. The best retention hack of all time is a wedding ring.

Start out with a benchmark. If you’re working with a social network, you want to have 80 percent of installs still using you a year later. That’s Facebook. For a utility like Google Maps, you want to have 50 percent using monthly a year later. For games we’ve seen Candy Crush Saga has 12 percent day 365 retention. That’s what good looks like.

In World of Warcraft, players know that at level 40 they will get a steed that enables them to travel the game’s world three times faster than before. As a result, few players quit between levels 35 and 40 because they are looking forward to their pre-announced reward.

Don’t be afraid to nag your customers, but if you have a mother-in-law you know about the fourth time they say “You should…” you start tuning them out. Use notifications, but if you have an app where the notifications to the user are not getting cleaned up on a regular basis, you’ve lost the user. Don’t let that distribution channel grow stale.

In Ultima Online anybody who built a house stayed and paid three times longer than one who didn’t. All the indications are this is causal, so give people stuff to own. Give people peer pressure. We’ve seen people who get into guilds have 50 percent less churn.

In dating, online relationships after the first date on average last for 16 months. If they can do that through Tinder, why can’t you do it with a game Set goals and find ways to get there. In games and in relationships people leave for indifference. Focus on the economics per session. See how many experience points or how much leveling or how many assets are created per minute or per click. In almost all apps that declines over time. As the novelty goes away, you don’t want the productivity to decline. By the way, same thing in a marriage — in time, the novelty goes down, so you have to find ways to get more productivity per click.

Taryn Southern On Teaming with ‘Today’ and Advice for the Digital Generation

by Evan DeSimone

In the digital media world, Taryn Southern has more or less done it all.The YouTube star has conquered the video sharing site with her comedic vlogs and music videos, created a  feature length film for Vimeo, and will soon be hosting her very own web talk show “Between The Sheets” in partnership with Moxy Hotels. It’s hard to imagine anyone who would be better qualified to dole out life advice to the connected generation. Fortunately, Southern now has a platform to do just that through a partnership with NBC’s “Today.”

 

SuperData: June 2015 US Digital Game Sales

Analysis from SuperData CEO Joost van Dreunen, follows:

  • Fallout Shelter delivers critical hit, earning $5.1M in first two weeks.
  • The $86M acquisition of ESL validates eSports as investments heat up.
  • AAA publishers copy indie release strategies to avoid botched releases.
  • Meet the SuperData Analysts at Casual Connect SF and Gamescom. 

June is packed with surprises as digital games grow 18 percent to $1.02 billion. Following one of the best editions of E3 in years, the overall market proved robust as digital game sales were up. Generally speaking, western engagement with mobile games often falls during the summer, but last month’s mobile revenue was up 4 percent over May. Mobile revenues were up 20 percent compared to June 2014 and reached $367 million. Digital console and PC sales reached a combined $314 million, up 30 percent year-over-year. The big winner this month was Bethesda, which managed to do well both on console and mobile. Previously only available on PC and Mac, its newly-released console version of The Elder Scrolls Online sold 138,000 digital copies. Pent-up demand and the removal of its mandatory subscription fee propelled the game to the top of the charts for total units sold. Sales of the game were enough to temporarily buoy the contracting pay-to-play MMO market, which rose 7 percent year-over-year to $50 million.

Fallout Shelter delivers a critical hit, earning $5.1 million in its first two weeks. In a stroke of marketing brilliance, Bethesda managed to win E3 early by delivering a superb press conference and launching a top-grossing mobile game in its wake. Originally developed as a marketing tool for the release of its upcoming Fallout 4, the mobile game is a hit in its own right, passing King’s (NYSE: KING) Candy Crush Saga on the iOS top-grossing charts. While we’ve seen mobile spin-offs based on AAA game franchises before – Call of Duty: Heroes, Halo: Spartan Assault and Heroes of Dragon Age — Bethesda managed to maximize exposure and reap the benefits. More significant than the publisher’s success is the notion that core gaming fans proved to be willing customers for a free-to-play mobile game. By emphasizing unobtrusive monetization and offline playability, Bethesda managed to earn the respect of a consumer group that is otherwise highly critical of free-to-play monetization. The game’s success further underscores the value of a strong franchise in the otherwise crowded mobile games market.

The $86 million acquisition of ESL validates eSports as investments heat up. Swedish broadcaster MTG (OMX: MTG) has purchased a controlling stake in Germany’s Turtle Entertainment, the parent company of ESL. As one of the world’s largest organizers of eSports leagues and tournaments, top-tier ESL events can draw up to a million concurrent online viewers and 100,000 in-person attendees. Competitive gaming has been a long-standing practice in Asian markets and has slowly gained popularity in Europe and North America. Allowing advertisers access to a tech-savvy, affluent audience that defies traditional viewing behaviors has proven key to the recent success of eSports. The acquisition by MTG is evidence that old school media firms are seeking to maintain their relevance as a generation of digitally literate consumers emerges as an important demographic. In 2015, the global eSports market will see 134 million viewers and $612 million in revenue. The next frontier in competitive gaming will likely be sports-betting and fantasy leagues, as companies like AlphaDraft, Unikrn and Vulcun have all recently received investments to the tune of $5 million, $7 million and $12 million, respectively.

AAA publishers copy indie release strategies to avoid botched releases. The increasing complexity of AAA game development continues to haunt publishers as the industry transitions to digital distribution. Warner Bros. Interactive Entertainment (NYSE: TWX) made the unprecedented step of pulling the PC version of its hotly anticipated Batman: Arkham Knight — the latest in a series of buggy releases — from both digital and physical shelves. A continued emphasis on cross-platform development and the emergence of a more fragmented market has raised the stakes for blockbuster launches, leading to a growing list of ramshackle releases. Previously, DriveClub by Sony (NYSE: SNE), Assassin’s Creed: Unity by Ubisoft (EPA: UBI) and Halo: The Master Chief Collection by Microsoft saw the light of day despite severe technical problems. In response to these difficulties, which tend to sour consumer sentiment toward both game titles and publishers, game companies are starting to experiment with the lessons learned from the indie scene. Releasing games that are still in active development, a model popularized by Mojang’s Minecraft and Steam Early Access, is proving to be a reliable way to identify problems early on and mitigate risk. In December, Square Enix (TYO: 9684) will release its upcoming Hitman game in chunks, and Xbox One owners can now buy in-development games through the Xbox Game Preview program.

www.superdataresearch.com